Showing posts with label Mutants. Show all posts
Showing posts with label Mutants. Show all posts

Thursday, February 28, 2019

Dan McCormick - the Man-Made Monster from 'Man-Made Monster'







Dan McCormick

 "By successive treatments their bodies can be so electrolyzed that they are no longer subject to the pains and frailties of ordinary mankind."



F:  Typ (06)
A: Gd (10)
S: Typ (06)*
E: Rm (30)*
R: Typ (06)*
I:  Gd (10)
P: Typ (06)*

Health: 52*
Karma: 26
Resources: Typ (06)
Popularity: 0*/2/-5 (As Dan McCormick prior to his trial/as Dynamo Dan/As a criminal after his trial)

Talents:
Performer (As Dynamo Dan the electric man)


Powers:
Electrical Resistance/Absorption:
Dan McCormick is discovered to have a near immunity to electrical damage, and as such, is used after the discover by evil scientist Paul Riggs as a guinea pig for additional electrical experiments. Dan’s abilities are tied directly to his absorption of electricity, which has a startling effect on him:
  • Energy Sponge: Electricity: Dan can absorb up to Mn (75) electrical energy, which seemingly grants him a degree of energy invulnerability. Charges of Rm (30) or less simply absorbed with no noticeable effects outside of his ability to apparently become immune. Effects of Rm (30) to Am (50) reduce Dan’s psyche and reason by -1cs and give him the ‘Electrical Dependence’ limitation (see Limitations). Dan’s Strength Increases by +2cs and his Endurance increases by +1cs for a limited time. Dan is considered to have a version of Self-Sustenance when charged, requiring only the regular ‘doses’ of electricity to function. Dan is incredibly suggestive in this state, and is easily enraged.
  • Electro-Touch: Dan is capable of producing In (40) electrical charges by touch, allowing him to electrocute normal individuals through contact. Dan cannot control the intensity or effect of his touch, and cannot spend Karma to prevent a kill result due to his actions.
  • Super-Boosted Electrical abilities: When Dan is sent to the electric chair through the conviction of his actions, Dan is ‘super-charged’ for a limited amount of time, granting him an additional +1cs to his strength (Maximum Rm (30) and an additional +1cs to his Endurance (Maximum Monstrous (75). Dan also gains the additional health due to his adjusted attributes. Dan will also be able to ‘heal’ damage by absorbing electrical sources, and has a glow about him which grows in intensity as additional energy is absorbed.

Contacts:
Dan has few contacts, and none that will help him once he is convicted of murder regardless of the reason.

Limitations:
Dan has several limitations due to his unique mutation, which include:
  • Electrical Dependence: Once Dan has been ‘overcharged’, Dan is addicted to the electrical energy and is considered Addicted, suffering a -1cs to his Psyche each time that he begins something similar to withdrawal to not seek out an appropriate energy source to ‘recharge’.  
  • Finite Power: Dan has a finite amount of additional electricity that he can absorb at any given time, usually 5X his current Health score or 200 points, whichever is greater. Dan uses 20 points per hour in simple actions, and spends points for his additional effects or abilities (such as his electro-touch or new power stunts). Dan must ‘recharge’ himself through treatments given by Dr. Paul Rigas or through direct access. Dan can only drain up to 200 points at any one time, but suffers no additional effects if ‘over-charged’ or exposed to greater electrical sources.
  • Enemy: Dr. Paul Rigas – Rigas has turned Dan’s simple mutation into an addiction and dependency which Rigas hopes to use to study and create others like Dan. As such, Rigas is considered to be an ‘enemy’ although he does provide Dan with his electrical treatments as it is Rigas’s actions which lead Dan to crime (and even to a conviction to the electric chair). Rigas will stop at nothing to see how far Dan would transform for his own projects, regardless of who dies or how it affects Dan.
  • Glow: Dan emits a powerful glow when he is supercharged, making him suffer a -2cs to hide or conceal himself, as well as a -2cs to all social related FEATS.


Saturday, September 29, 2018

Gambit, the mutant thief (A Pre-2000 Write-up)








F RM (30)
A IN (40)
S GD (10)
E IN (40)
R GD (10)
I EX (20)
P RM (30)
Health: 120
Karma: 70
Resources: Typ (6)
Popularity: 0





TALENTS
Thief*, Crime, Acrobatics, Tumbling, MA: A,
MA: C, Blunt Weapons, Trivia: X-Men
Protocols, Trivia: Marauder Protocols, Trivia:
Thieves Guild Protocols


 POWERS
Kinetic Charge: Gambit is capable of embuing non-organic materials with kinetic energy, causing them to explode with great force. Gambit can imbue items up to Mn (75) ability, limited by the size of the object and the limits of Gambit’s endurance. Gambit can control the charge in an object, and has developed the following Power Stunt:
  • Card Toss: Gambit can toss a charged card with IN (40) Kinetic charge up to one area.
Regeneration*: Gambit apparently is capable of healing from grievous wounds with Gd (10) ability Latent Psionic: Gambit has latent psionic abilities, which include:
  • Psi- Screen: Am (50)
  • Emotion Control: Gd (10)
EQUIPMENT
Collapsible Staff: Am (50) Mat Str, Rm (30) Blunt Damage. Gambit can focus his Kinetic Charge through his staff without Damaging for impact effect.

CONTACTS
X-Men (High), Rogue (High), Courier (Mid)

Wednesday, October 5, 2016

Eleven from 'Stranger Things'

”The gate... I opened it... I'm the monster..”

One of the better television shows as of late, Stranger Things harkens back to the 1980s, paying homage to a combination of Firestarter, The Thing, E.T. The Extra-Terrestrial, The Goonies and movies and pop culture. Anyone who lived through the 1980s and gamed had that connection I think, and chief among the group of new characters was the young Eleven. I thought I would kick-off Halloween write-ups with my take on her, the first of two Stranger Things write-ups this year.






Jane Ives, AKA Project Eleven, AKA El

F: Pr (04)
A: Pr (04)
S: Pr (04)
E: Gd (10)
R: Typ (06)
I: Ex (20)
P: Rm (30)

Health: 22
Karma: 56
Resources: Fe (02)
Popularity: 0*

Talents:
Eleven has no real skills, although it could be argued she’s got survival. Eleven however has been groomed since birth to use her skills in a covert operations environment, and as such, may have further skills that develop.

Powers:
Omnipathic Telekinetic

Eleven is a omnipathic telekinetic whose abilities range from tactile telekinesis to being able to manipulate large and small objects with her mind. Since her first encounter, Eleven has been able to:

  • Telepathy: El can read minds and occasionally speak to individuals at Gd (10) ability and range. El can also perform slight manipulation of perceptions as well as indirectly absorb information from her environment (as stated in the show, the Stranger Things wiki, and other sources El could recognize people based on their photos and memories of those around her).
  • Astral Projection/Perception: El can project herself into the astral plane through sensory deprivation with Rm (30) ability. The perception allows El to move great distances in ‘The upside down’ and observe events in real time/space. El can communicate while ‘projecting’ and can even perceive astral creatures or other beings.
  • Telekinesis: El is able to affect matter and energy through her mind. Ranging from blunt force to minute manipulation, El can lift a cargo van and throw it, levitate individuals, crush opponents, manipulate smaller objects including stopping a person’s heart and causing a bladder to empty, as well as cause several people to hemorrhage immediately. El has this ability at Rm (30) intensity, but has shown the ability to ‘boost’ her powers in times of stress or need (such as the aforementioned van-lifting). El has also shown to be able to manipulate the electromagnetic spectrum in her immediate areas, and increase the range of her telepathy/perception through electronic mediums using her TK.

Contacts:
El’s only contact through the majority of her life is Dr. Martin Brenner, whom she calls ‘Papa’.

After her escape from the Hawkins National Laboratory, El gains the D&D group consisting of Mike Wheeler, Lucas Sinclair, and Dustin Henderson. Finally, El could call upon Joyce Byers and Police Chief Jim Hopper.

Limitations:
Eleven has a few weaknesses due to the nature of her powers and also her situation:
  • Hunted by the Program: Upon fleeing from Hawkins National Lab, El is pursued by agents of the government who will stop at nothing to recovering her.
  • Flashbacks: El is prone to flashbacks of her past in the lab and the actions that she was forced to do. As such, El is nearly completely defenseless when these flashback happen, and occasionally her powers flare up uncontrollably. During such times, El must make a Psyche FEAT in order to maintain some unconscious control over her powers. El is -1cs to all reactions during these periods.
  • Innocent of the World: Although aware of the outside world, El is surprisingly innocent of how things work. As such, El seems ‘odd’ if not downright strange experiencing things for the first time, and leaves a memorable trail during her explorations.
  • Loyal: El is incredibly loyal to her friends, and will stop at nothing including giving her life to save them, especially Mike Wheeler.
  • Pursued by the monster: El was able to pierce the Astral Plane with her powers, attracting the ‘tulip-headed’ monster. Since then, El has occasionally been hunted by the creature and initially suffers a -1cs when facing it. El is terrified of the creature.
  • Power Drain: El damages herself each time she uses her powers, draining away endurance when attempting ‘big’ things and requiring 2 – 20 turns to recover. During the time El uses her powers her nose bleeds and in some cases, her eyes become bloodshot. For every rank over good that El uses she must make an Endurance FEAT. Anything below a yellow result drops El’s Endurance by one rank for the duration of recovery. El recovers fairly quickly with all things considered.
  • Youth: A limitation for the time being, El is only about eleven years old.
  • Unusual Looks: El is a young girl with a shaven head, and as such is easily spotted initially.

Notes:
I really believe based on the series that El’s powers are similar to a very young Jean Grey, and as such seem to be increasing during the course of the show.

Andy McGee from 'Firestarter'

Andy McGee




Andy McGee

F: Typ (06)
A: Typ (06)
S: Typ (06)
E: Ex (20)
R: Typ (06)
I: Ex (20)
P: Ex (20)

Health: 38
Karma: 46
Resources: Pr (04) to Typ (06)
Popularity: 0* (Please see Limitations)

Talents:
Andy is an everyman who has been running from the government for some time. Prior to the government finding Andy, his wife, and daughter, Andy held down a regular job.

Notable Skills:
Knowledge: Human Nature: Andy understands human nature and can pick up specific cues and body language to gauge actions and reactions. The more Andy studies someone, the easier it is for him to understand how effective the ‘push’ will be.
Knowledge: The Shop: Andy has become aware and knowledgeable about the Shop, the shadowy government group which is hunting him and his daughter. As such, Andy has good knowledge about how they operate and the various actions they would take in his pursuit.

Powers:
The Push

Due to the experiments that the Shop performed on Andy during college, Andy has developed a type of mind control he dubs ‘The Push’. The Push allows Andy to affect a single target at a time, allowing him to ‘convince’ a target of actions direct or post-term. Andy can use the push to convince people to do immediate actions, erase events in a person’s mind, see things that aren’t normally there (Such as a $5.00 bill appear as a $50.00 bill), or even plant long-term suggestions. Andy’s ability with the push is limited by two factors: The nature and will of the target and the short-term damage Andy is willing to endure.

As Andy put it, the more average a person is, the more susceptive they are to the commands. The crazy, genius, or sub-average are much harder to control or effect. The more average or ‘dull’ a person is, the greater the effect of the push has on them (to Ex (20) rank vs. Psyche). For Reasons, Intuitions, or Psyche above Ex (20), Andy’s rank is reduced cumulatively by -1cs (So if a person had Ex Reason or Psyche the rank would be reduced -2cs). Individuals with Reason or Psyche scores above Rm (30) are not affected by the push.

The second limitation is that each time Andy uses the Push, he does Fe (2) to Ex (20) damage to himself, depending on the nature of the command, the will and reason of the target, and how far he uses the Push. Andy gets nosebleeds depending on the severity of the Push.

Contacts:
Andy has no immediate contacts due to his legal situation, although prior to his flight from the Shop Andy and his wife were assumed to have a normal, average life.

Limitations:
Andy has several key limitations:

  • Hunted by the Shop: Andy and his daughter Charlie are being hunted mercilessly by the Shop, a shadowy government program which has contacts and feelers within law enforcement. As such, Andy is a fugitive and on the run.
  • Dependent: Andy is the sole parent of his daughter Charlie and will stop at nothing to protect her. As such, Andy will never abandon his daughter and will place himself in willing danger to protect her.
  • Addict: In the novel Firestarter Andy becomes an addict due to his imprisonment within the Shop, suffering a -1cs to all actions while under the influence. It’s suggested that Andy actually ‘pushes’ himself out of addiction.
  • Power Fluctuation: During his time with the Shop (and while his addicted to drugs and alcohol), Andy seemingly loses the Push for several months. Andy’s powers may be related to his state of mind and his situations.

Wednesday, November 6, 2013

Metaluna Mutant from 'This Island Earth' (1950)

Metaluna Mutant


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: Ex (20)
A: Gd (10)
S: Rm (30)
E: Rm (30)
R: Pr (04)
I: Ex (20)
P: Pr (04)

Health: 90
Karma: 28
Resources: Pr (04)
Popularity: - 10 (To Metalunan survivors)

Talents:
None

Powers:
Mutational Physiology: Typical metaluna mutants have suffered from the damage done to their world due to the war with the Zagons. As such, the metaluna mutant has adapted to life amid the wreckage and destruction of their homeworld:

  • Armored Skin: The metaluna Mutant has an exoskeleton that provides Ex (20) protection against physical and Gd (10) protection against energy attacks.
  • Resist: Radiation: The Metaluna Mutant has an increased resistance to radiation, granting it Am (50) resistance to radiation.
  • Natural Weaponry: Claws: The Metaluna Mutant has two pincer-like claws which allow it to grab and hold with +1cs. In addition, the Metaluna Mutant can do Ex (20) damage, halving body armor effectiveness.

Contacts:

None


Limitations:
Unusual Looks: The Metaluna Mutant suffers a -2cs reaction bonus due to its horrific nature
Violent: The Metaluna Mutant is violent and will lash out angrily at anyone in its path, requiring a Psyche FEAT not to attack/stalk opponents.

Morlocks from 'The Time Machine'

Typical Morlock



 

 

 

 

 

 

 

 

 

 

 

 

 

F: Gd (10)
A: Gd (10)
S: Gd (10)
E: Rm (30)
R: Ex (20)
I: Ex (20)
P: Gd (10)

Health: 60
Karma: 50
Popularity: 0*/- 50 (to the Eloi, who are fully aware of what the Morlocks are up to)
Resources: Pr (04) as Individuals, although they maintain and control upwards of Mn (75) materials and resources.

Talents:
Engineering
Group Tactics
Repair/Tinkering*
Electronics
Hunting
Blunt Weapons

Powers:

Adapted Physiology: Morlocks are adapted to their role in the dual nature of the future society encounted by the Time Traveler. Morlocks are eternally in darkness, and have adapted been adapted to the harder nature of supporting the Eloi. Morlocks have adapted the following abilities:

  • Darkvision: Morlocks are perfectly adapted to the darkness, and can see in nearly complete darkness wtih Ex (20) ability.
  • Resist: Cold: The Morlocks are covered in a fair degree of whitish hair, which grants them Gd (10) protection against temperatures.
  • Gang Rule: Morlocks are most effective in groups of 4 - 10. For each group of morlocks above 6, the group gains a beneficial bonus of +1cs to their fighting and agility, no health bonus. For every group of morlocks above 10, the group gains a +1cs to Intuition, reflecting on their ability to communally attack and coordinate actions.

Contacts:

Morlocks have no real 'contacts', but they are communal and could theoretically call upon their own kind for assistance.

Limitations:
Morlock Physiology: Morlocks suffer from many limitations due to their adapted physiology:
  • Unusual Looks: Morlocks are hideous, suffering a -2cs for reaction bonuses.
  • Light vulnerability: Morlocks suffer -2cs for actions taken in normal lighting conditions, and additionally suffer 10points per damage per round if exposed to light sources above Ex (20) ability
  • Predators: Morlocks are predators and require meat to survive, usually the Eloi, making them cannibals.

Notes: My take on morlocks are a combination of the original novel and the 1960 movie. There have been other excellent versions.

Eugene Victor Tooms from The X-Files Episode 'Squeeze'








F: Ex (20)
A: In (40)
S: Gd (10)
E: Rm (30)
R: Gd (10)
I: Rm (30)
P: Gd (10)

Health: 100
Karma: 50
Popularity: 0 (Prior to being captured)/- 10
Resources: Pr (04)

Talents:
Knowledge: Animal Control Operations
Law Enforcement: Local
Knowledge: Baltimore Area
Knowledge: Chimney Sweep
Knowledge: Human Anatomy
Knowledge: Quick Study


Powers:
Mutant: Eugene Tooms is believed to be a mutant, whose unique mutations grant him a malleable body, increased reflexes, strength, and endurance, as well as having a low metabolic rate. Tooms's unique physiology grants him several abilities and powers:
  • Plasticity: Tooms has Pr (4) plasticity, allowing him to fit through small entrances and passages that would be impossible for a normal human. Tooms's bones seem to be very elastic, allowing Tooms to squeeze into areas much like a snake.
  • Lower Metabolic Rate: Tooms's metabolism is several times lower than a normal human, granting him an extended lifespan and possibly other abilities. As such, Tooms can enter a state of suspended animation for thirty (30) years at a time, emerging for short periods to gather resources and foodstuff.
  • Natural Predator: Tooms is a natural predator, having greater than normal senses at Gd(10). Tooms can detect prey in near darkness and by sound.
  • Natural Weaponry: Tooms can tear into a human body rather easily, able to do so within seconds to retrieve vital organs (specifically the liver). Tooms's attack is considered Ex (20) intensity.
  • Bile Production: Toomes excretes bile when preparing for hibernation, building a 'nest' of sorts in small, hard-to-reach area. Tooms's bile hardens to Gd (10) material strength within 1 - 10 rounds.

Contacts:
Tooms has no contacts


Limitations:
  • Prey Dependency: Tooms must have the iron-rich livers of humans in order to survive, and hunts with viciousness during his wake cycle. As such, Tooms will go to great lengths to acquire food'.
  • Known Serial Killer: After his capture in Squeeze, Tooms is revealed to be a known psychopath and probably serial killer, and has been publically identified as both. Tooms also follows certain serial killer behaviors, such as trophy collecting.
  • Enemies: Although Tooms is incredibly careful, Tooms has made enemies among law enforcement, including ultimately Fox Mulder and Dana Scully.

Wednesday, August 14, 2013

Yukio from 'The Wolverine'

Yukio


Fighting: Rm (30)
Agility: Rm (30)
Strength: Typical (06)
Endurance: Ex (20)
Reason: Gd (10)
Intuition: In (40)
P: Ex (20)

Health: 86
Karma: 70
Resources: Personal: Typ (06)/Rm (30) as part of the Yashida Group
Popularity: 0

Talents:
Oriental Weapons*
Martial Arts A, B, E
Tumbling
Acrobatics
Multi-Lingual: Japanese, English
Business/Finance
Detective
Sharp Weapons
Knowledge: Pop Culture
Computer Operation and use
Knowledge: House Yashida operations

Powers:
Precognition: Yukio has been shown to be a mutant with precognitive abilities, granting her the following abilities:
  • Death Precognition:  Yukio can see with Rm (30) ability how a person is going to die, often in flashes of images. Yukio's predictions seem to be tied to her emotional connection or involvement with the individual. The closer to the person Yukio predicted with accuracy the deaths of her parents and others she has had an emotional connection to. Yukio cannot control this ability, and must make a Psyche FEAT when she has an image or suffer -1cs to her actions when the situation presents itself.
  • Combat Sense: Yukio seems to possess some sort of extrasensory perceptive abilities which grant her a bonus similar to danger sense in combat. Yukio's ability is more instinctive than actual control, which allows her to use her Intuition score for Fighting and/or Agility FEATS during melee combat.
 Contacts:
Yukio has two major contacts:

James Howlett AKA Logan - Yukio has been  charged as his 'bodyguard' and has developed a deep friendship with him

Mariko Yashida - Raised as an adoptive sister, Yukio is the trusted confidant of the head of the Yashida Corporation

Limitations:
  • Unpredictable Power: As stated before, Yukio's powers can leave her with a penalty for action, but also can occasionally be wrong at times. Regardless whether Yukio's premonitions are accurate or not, Yukio still suffers the penalty for 1d10 rounds when engaged in a situation in which the events of her premonitions might occur.
  • Honor-Bound to Clan Yashida: Yukio was rescued by Clan Yashida, and is bound to their service out of a sense of honor.




Wednesday, October 21, 2009

Carrie White from 'Carrie' (1976)

.Carrie White from 'Carrie'





F: Pr (4)
A: Typ (6)
S: Pr (4)
E: Ex (20)
R: Typ (4)
I: Typ (4)
P: Ex (20)

Health: 34
Karma: 28
Popularity: 0
Resources: Pr (4)

Talents:
Student*

Powers:
Telekinetic: Carrie is a powerful telekinetic, born with her innate abilities and capable of raining down destruction at an early age. At the time of her death, Carrie was just beginning to understand the full potential of her powers, and thus she only has Rm (30) ability. Carrie could have the potential to go higher, as was seen in the novel when the incident with the destruction of the nearby buildings revealed. Carrie has been successful shown to manipulate and break material strengths of at least Rm (30) ability, and prevent access to emergency exits from ten people at a time while manipulating other items.
- Multiple actions: Carrie was shown to manipulate several objects at once both in the movie(s) and in the novels with independent actions. Carrie can manipulate three other actions at once with a successful power FEAT, while still taking normal action such as walking, speaking, and such.

Contacts:
Carrie has no real contacts.



Limitations:
Psychologically unstable: Carrie is the victim of serious abuse throughout her life by her mother and her peers. As such, Carrie is borderline unstable, and can be incredibly violent. Carrie ultimately is a victim, and as such, someone showing her true kindness might be able to help her.